Tomb of Horrors

Total Page:16

File Type:pdf, Size:1020Kb

Tomb of Horrors Tomb of Horrors n the far reaches of the world, under a to even the wisest of sages. If the characters gain access lost and lonely hill, lies the sinister Tomb of Hor- to the innermost part of the tomb where the lich’s crypt rors. This labyrinthine crypt is filled with terri- lies, their actions along the way will have caused his ble traps, strange and ferocious monsters, rich soul to be called back to the Material Plane and alerted and magical treasures, and somewhere within Acererak, now a demilich, that interlopers have invaded rests the demilich. his resting place. The legend of the tomb is an old story with many parts, some of which may be lost or ob- Running the Adventure scured. Characters attempting to glean special informa- As clever players will gather from the information in the tion by consulting sages or through legend lore spells “Legend of the Tomb,” this dungeon has more tricks and may still have difficulty obtaining as much background traps than it has monsters to fight. This is a thinking as they desire, for the scraps of information thus gained person’s adventure, and if your group is a hack-and-slay are often minimal and mystical. gathering, they will be unhappy! Only high-level charac- The essentials of the legend can be furnished to the ters stand a chance of surviving, but every player who players from the following section. braves the tomb will have the experience of a lifetime. Negotiation of the tomb will require quite a long time, Legend of the Tomb so be prepared to spend several sessions with this Somewhere under a lost and lonely hill of grim and fore- material. When the game ends for the day, assume the boding aspect lies a labyrinthine crypt. It is filled with expedition is spending the intervening time resting and terrible traps and not a few strange and ferocious mon- recovering until play again commences. Since there sters to slay the unwary. It is filled with rich treasures are no monsters to be randomly encountered within the both precious and magical, but in addition to the afore- tomb, the party might be able to encamp close to the mentioned guardians, there is said to be a demilich who entrance without fear of being disturbed, but if you do so still wards his final haunt. Be warned that tales have it opt, do not inform the players of this. that this being, called Acererak, possesses powers that As characters enter the various areas, read aloud ap- make him nearly undefeatable! propriate sections of text, but never give any additional All accounts conclude that it is quite unlikely any ex- plorers will ever find the chamber where the demilich Placing the Adventure lingers, for the passages and rooms of the tomb are In the original Tomb of Horrors, Gary Gygax suggested six fraught with traps, poison gases, and magical protec- possible, far-flung locations for the adventure in the Grey- tions. Furthermore, the demilich has so well hidden his hawk setting—proof in itself that the tomb is liable to turn lair that even those who avoid the pitfalls will not be up just about anywhere. Those possibilities are as follows: likely to locate their true goal. Only large and well-pre- • Inside the highest hill on the Plains of Iuz pared parties of the bravest and strongest should even • On an island (unmapped) in the Nyr Dyv consider the attempt, and if such a group does locate • In the Bright Desert the tomb, they must be prepared to fail. Any expedition • At the western border of the Duchy of Geoff must have magical protections and weapons, and must • Somewhere in the Vast Swamp south of Sunndi • On an island beyond the realm of the Sea Barons be equipped with every sort of device possible to en- sure survival. Other settings offer choices that are just as varied. Dragonlance. The tomb on Krynn might be in the foot- The Truth behind the Legend hills near the Eastwall Mountains, in the Cursed Lands of Newsea, or in the Shadowglades of Krynn, where a rene- Ages ago, a human wizard/cleric of surpassing evil took gade wizard who served Takhisis was said to dwell. the steps necessary to preserve his life force beyond Eberron. Appropriate sites for the tomb in Eberron in- the centuries he had already lived, and this creature clude the Ashen Spires of Karrnath, or among the tors in became the lich known as Acererak. Over the scores of the Vile Marsh between Droaam and the Shadow Marches. years which followed, the lich dwelled with hordes of among Shargon’s Teeth. Eberron’s Boneyard could hide ghastly servants in the gloomy stone halls of the very hill the tomb and thus speak to Acererak’s enmity for Eber- where the tomb is. ron’s dragons. Forgotten Realms. The tomb could be in the Serpent Eventually even the undead life force of Acererak be- Hills or the Trielta Hills on Faerûn. It could be in the gan to wane, so for the next eight decades, the lich’s ser- High Moor or amid the isles that make up the Korinn vants labored to create the Tomb of Horrors. Then Acer- Archipelago in the Moonshaes. It might be somewhere erak destroyed all his slaves and servitors, magically hid in the Anauroch desert, perhaps tying Acererak to an- the entrance to his halls, and went to reside in his final cient Netheril. haunt, while his soul roamed strange planes unknown EXCERPT FOR DRAGON+ information that player characters would have no way ficiently high off the ground in order to collapse enough of knowing, and avoid facial expressions or voice tones material to expose a portion of a tunnel entrance. Once that might either give helpful hints or mislead players. an entrance is exposed, it takes about 1 hour for charac- The real enjoyment of this adventure is in managing to ters to thoroughly clear the passage that lies beyond, but cope, and those players who do so with even moderate a crawl space can be opened in 10 minutes. success will appreciate your refereeing properly and al- Probing of the gravel and sand face can begin wher- lowing them to “live or die” on their own. ever the characters choose—east side, west side, mid- The starting information given here simply assumes dle, several locations at once or merely a single one that the expedition has arrived at the site of the Tomb of at a time. Leave this strictly to the players to decide. Horrors. After relating the salient features of the “Leg- The best manner to handle it is to ask where they will end of the Tomb,” you may fill in whatever other back- search, once they have determined that they will in- ground is needed to get the characters to the site. vestigate the area and they have stated how it will be done and with what. Remember that probing low to the Adventure Start ground, or probing with short implements (daggers, The characters have arrived at the site of the demilich’s swords, and the like) will not reveal anything. last haunt. Before them is a low, flat topped hill, about As soon as any entrance is cleared and entered, go to 200 yards wide, 300 yards long, and 60 feet high. Only the appropriate location on map 7.1: either area 1, area ugly weeds, thorns, and briars grow upon the steep 2, or area 3. sides and bald top of the mound. There are black rocks upon the top of the hill, and if these are viewed from a Locations in the Tomb height of about 200 feet or so above the mound, it will be The following locations are identified on map 7.1. seen that the whole is shaped like a human skull, with piles of rock appearing as eyeholes, a nose hole, and the 1. False Entrance Tunnel jagged teeth of a grinning death’s head. If the characters clear the passage on the west side of A thorough inspection and search of the entire area the cliff face, read: reveals only that the north side of the hill has a crum- bling cliff of sand and gravel about 20 feet high in the The corridor before you is made of plain stone, roughly middle of the whole. (This cliff face is represented by the northern edge of map 7.1.) A low stone ledge overhangs worked, and it is dark and full of cobwebs. The ceiling this eroded area, and shrubs and bushes obscure it from overhead is obscured by hanging strands of webbing. observation at a distance. It takes 10 minutes for characters to search each 10-foot-wide space along the cliff face. This examination Casual observation will not reveal that the ceiling, must be done from a distance, using a long spear or a 20 feet overhead, is composed of badly fitting stones. 10-foot pole to poke into the sand and gravel, looking for The cobwebs must be burned away for someone to be an opening. Any prodding into the cliff face must be suf- able to inspect the tunnel ceiling. Anyone who does so and succeeds on a DC 10 Intelligence (Investigation) Demonic Attention check realizes that the ceiling is unstable and in danger Characters who become astral or ethereal in the tomb of collapse. might attract a demon. Roll a d20 whenever this occurs. Daylight is sufficient to reveal a pair of oaken doors On a roll of 1 to 16, no demon appears.
Recommended publications
  • Sample File the Hutchingsonian Presents the Habitition of the Stone Giant Lord and Other Adventures from Our Shared Youth
    Sample file The Hutchingsonian Presents The Habitition of the Stone Giant Lord and other adventures from our shared youth Introduction 1 Jon Peterson Editors Notes 6 Tim Hutchings The Habitition of the Stone Giant Lord 7 Gaius Stern Stone Death 26 Richard C. Benson The Crack at Garn’s Canyon 38 Matt Morrison The Ring of Gaax Sample file 45 Wayne Lacroix The Golden Scepter of the Trollfens 58 Mike Walters The Tomb of Areopagus the Cloaked and Japheth of the Mighty Staff 86 Michael M. Hughes The Lair of Turgon 96 Todd Nilson The Maze of Death 108 Mike Walters All content copyright of the respective creators. Layout ©2013 Timothy Hutchings and The Hutchingsonian Presents. No claim is made on any copyrighted or trademarked material intentionally or accidentally presented herein. The Hutchingsonian Presents Introduction Jon Peterson When Dungeons & Dragons first appeared early in Thus, there was little thought at first that dungeons 1974, it contained an extraordinary invitation: it asked should be made into commercial products. us all to participate in the creation of fantastic worlds. By the middle of 1975, demand for dungeons at No longer would we merely passively read about - conventions began to chip away at this secrecy. When fantasies someone else had conceived, or watch them - Gary Gygax operated a tournament dungeon for the in films—now we would be participants and protago first Origins Game Fair in July, there was sufficient nists, authors and architects of fantasy. This is per demand to play that he scheduled two groups to haps best captured by a line in the final pages of the - explore instances of the dungeon simultaneously: one original rules, which asks, “why have us do any more under Gygax’s own supervision, the other refereed by of your imagining for you?” Everywhere there are op his son, Ernie.
    [Show full text]
  • Tomb of Horrors
    Tomb of Horrors LEGEND OF THE TOMB tional information which player characters would have no way of know- The legend of the tomb is an old story with many parts, some of ing, and avoid facial expressions or voice tones which might give which may be lost or obscured. Characters attempting to glean spe- helpful hints or mislead players. The real enjoyment of this module is cial information by consulting sages or through legend lore spells managing to cope, and those players who manage to do so even may still have difficulty obtaining as much background as they de- semi-successfully will appreciate your refereeing property and allow- sire, for the scraps of information are often minimal and mystical. ing them to “live or die” on their own. These bits of information are available as clues, and characters can The starting information for the module depends upon whether you make of them what they wish: Ancient Burial Places; Ancient Tombs; are using the Tomb as an insertion into your own campaign, as a Sorcerous Kings; Challenges; Surpassing (Certain Death); Soul Eat- section of THE WORLD OF GREYHAWK, or simply as a one-shot ers; Treasure; Great . The other parts of the legend can be fur- exercise for your players. Because of the variableness, the informa- nished by the Dungeon Master from the description which follows: tion for starting is stated so as to assume the expedition has arrived at the site of the TOMB OF HORRORS. As Dungeon Master, you The Tomb of Honors: Somewhere under a lost and lonely hill of may fill in whatever background Is needed, and if this is a section of grim and foreboding aspect lies a labyrinthine crypt.
    [Show full text]
  • Tomb of Horrors | Dungeons & Dragons
    TOMB OF HORRORS™ ROLEPLAYING GAME ADVENTURE Ari Marmell • Scott Fitzgerald Gray CRED1TS Design Art Director Ari Marmell (lead), Scott Fitzgerald Gray Mari Kolkowsky Development Cover Illustration Stephen Radney­MacFarland (lead), Ralph Horsley Stephen Schubert Graphic Designers Editing Keven Smith, Emi Tanji Cal Moore (lead), Miranda Horner Additional Graphic Design Managing Editing leon Cortez Kim Mohan Interior Illustrations Director of D&D R&D and Book Publishing Kerem Beyit, Zoltan Boros & Gabor Szikszai, Bill Siavicsek Nicole Cardiff, Vincent Dutrait, Steve Ellis, Jason A_ Engle, Warren Mahy, Vincent Proce, D&D Creative Manager Franz Vohwinkel Christopher Perkins Cartographer D&D Design Manager Jason A. Engle James Wyatt Publishing Production Specialist D&D Development and Editing Manager Erin Dorries Andy Collins Prepress Manager D&D Senior Creative Art Director Jefferson Dunlap Jon Schindehette Imaging Technician Carmen Cheung Production Manager Cynda Callaway Game rules based on the original DUNGEONS & DRAGONS" rules created by E. Gary Gygax and Dave Arneson, and the later editions by David "Zeb" Cook (2nd Edition);Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison (3rd Edition); and Rob Heinsoo, Andy Collins, and James Wyatt (4th Edition). 620·25385000­001 EN U.S., CANADA, ASIA, PACIFIC , EUROPEAN HEADQUARTERS WIZARDS OF THE COAST, BELGIUM 987654321 & LATIN AMERICA Hasbro UK Ltd Industrialaan 1 Fi rst Printing: Wizards ofthe Coast LLC Caswell Way 1702 Groot­Bijgaardcn P.O. Box 707 Newport, Gwent NP9 OYH
    [Show full text]
  • 309810-Sample.Pdf
    Sample file Slaad Timing An adventure for 4-6 5th level adventurers Special Thanks Jeff Borders Bradley Barger ProDnD Rosemary Callahan-Gray Editing Cartography Writer Layout Saga Mackenzie Jeff Ellis Insta - @sagamackenzie Robert Tarr Olobosk Contents Adventure Background 2 Chapter 2: Capital Building17 Overview 2 Stationary Rooms 18 Personalizing the Adventure 2 6a. Waiting Room 18 Factions3 6b. Guided Tour Starting Room 18 Cultists3 6c. Gallery of Great Slaadi 19 Fey Merchant3 6d. Smoking Room 19 Holy Warriors 4 6f. Kitchen 20 Heretics 4 6e. Mail Room 20 Slaadi 5 6g. Prison 21 Limbo Puddles 6 Random Rooms 21 Prologue 7 6h. Trapped Treasure Room 22 Chapter 1: City Square 8 6j. False Boss Room Entrance 23 1. Park 9 6i. Body Double Room 23 2. Church 10 6k. The Ritual Chamber 24 3. Library 11 AppendixA:Monsters 25 4. Crystal Mines 13 Appendix B: Magic Items 28 5. Curiositys Shack 15 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. ThisSample work contains material that is copyright Wizards of the Coast and/or other authors. Such material is usedfile with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Robert Tarr and published under the Community Content Agreement for Dungeon Masters Guild. 1 Adventure Background A local toad-worshipping cult recently learned of the slaadi and how these toad-like aliens can transform them into something similar to the creature they deify.Mortem Muerte,adeath slaad from the Ever- Changing Chaos of Limbo, sees the cult’s obsession with the slaadi as an opportunity to invade the Material Plane.
    [Show full text]
  • D&D Next Bestiary for Module S1: Tomb of Horrors
    Confidential information of Wizards of the Coast LLC. Do not distribute. D&D Next Bestiary for Module S1: Tomb of Horrors This file contains D&D Next statistical conversions for the monsters encountered in module S1, Tomb of Horrors, recently re-released in Dungeons of Dread™ (a hardcover compilation of the classic S series adventure modules first published by TSR, Inc.). The monster format is identical to that used in the D&D Next monster bestiary. Apparition (Ghost) the apparition leaves voluntarily or by force, it reappears in a space within 5 feet of its former host. Medium Undead Armor Class 11 ENCOUNTER BUILDING Hit Points 54 (12d8); see Traits below Speed 40 ft., fly 40 ft. Level 7 XP 1,760 Senses darkvision 60 ft. Str 3 (–4) Dex 13 (+1) Con 10 (+0) Int 6 (–2) Wis 12 (+1) Cha 14 (+2) Alignment neutral Languages — TRAITS Ethereal: The apparition is ethereal. Immunities: The apparition cannot be paralyzed, petrified, put to sleep, stunned, turned, rebuked, or knocked prone. It is immune to disease and poison. ACTIONS Melee Attack—Corrupting Touch: +9 to hit (reach 5 ft.; one creature). Hit: 20 (4d8 + 2) necrotic damage. HorriFying Visage: Each creature within 50 feet of the apparition that can see it must make a DC 10 Wisdom saving throw. Failed Save: The creature ages 4d10 years and is frightened for 1 minute. As an action, the frightened creature can make a DC 10 Wisdom check to no longer be frightened, but only a greater restoration spell can undo the unnatural aging. Successful Save: The creature is immune to the apparition’s horrifying visage for the next 24 hours.
    [Show full text]
  • DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten
    Ancient Wurm Patron DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All othSampleer original material in this work is copyright [2019 ] by fileTyler Hayes and published under the Community Content Agreement for Dungeon Masters Guild. Dragons are jealous creatures, guarding their hoards and knowledge from all comers. Some few among the metallics are benevolent enough to aid those in need, but never at the expense of their own wealth. Scions of ancient wisdom and powers that near godhood in some worlds, dragons have been the centerpiece of any tale of glory or magic. Yet, there comes a time, even for dragons, when it is beneficial to split their power. Perhaps to empower a minion to act on their behalf, sowing discord among their enemies. Perhaps to protect their own lineage among the mortals, when a line fails to produce a sorcerer. Maybe they are willing to give a fraction of themselves for reasons beyond mortal ken, as they approach their twilight years and begun to understand the motivations of gods. None can truly know the motivations of a dragon, but there are a few individuals out there that benefit from their power, forming binding pacts with their scaled patrons.
    [Show full text]
  • Session Zero 8: on the Conversion and Creation of Adventures for Dungeon World
    Session Zero 8: On the conversion and creation of adventures for Dungeon World Sample file Brian Holland – January 2019 Everything in Session Zero is designed to be used with Dungeon World by Sage LaTorra and Adam Koebel. Session Zero by Brian Holland Session Zero is possible thanks to my patrons, and especially my contributing patrons: Marius Salsbury, Bryen Alperin, David LaFreniere and Stefan Albrecht Art Credits: Cover Template: Dean Spencer Interior and Cover Art: From OldBookIllustrations.com Session Zero inspired by: The Discern Realities Podcast by Jason Cordova and David LaFreniere Plundergrounds zine by Ray Otus Sword Breaker zine by Logan Howard This issue inspired by: 20 Dungeon Starters & The Perilous Wilds: Lampblack and Brimstone Logan Howard, when using the words “Essential Elements” which started me down this rabbit hole “Because 2 Method” by Johnn Four of Role Playing Tips 7-3-1 Technique by Jason Cordova On the Cover: Arrival at Sharn Originally painted by Harry Clark and titled The Prince Inquires, I like this piece for a version of Sharn from the Eberron Setting. As you'll see mentioned throughout, the method I use doesn't care about the fine details of a published setting or adventure, only the broadSample strokes, allowing you to make them your own! file NOTE: Wizards of the Coast owns the Copyright on Eberron, Greyhawk and Ravenloft and all aspects of them, and Disney owns the Copyright on Star Wars. They are used herein only as examples of my conversion method. I claim no ownership of them! Introduction: 4 Essential Elements: 6 Eberron Essential Elements: 7 Adventure Backstory: 8 The Secret Forge Backstory: 9 Establishing Questions: 10 The Secret Forge Establishing Questions: 11 Sprites: 12 The Secret Forge Sprites: 14 Thoughts on the SZ8 Method: 16 Adventures The Slaughterings: 18 The Mad Plan: 22 SampleA Plea For Help: 26 file Links: 30 Summary: 32 (Back) Introduction How much information do you need to run an adventure in Dungeon World? I have all 15 of the D&D 3.5 Eberron Books.
    [Show full text]
  • Tomb of Horrors | Dungeons & Dragons | D20 System
    INTRODUCTION In the far reaches of the world, under a lost and lonely hill, lies the sinister Tomb of Horrors.Terrible traps, strange and ferocious monsters, rich and magical treas- ures, and an evil demilich fill this labyrinthine crypt. The original version of this module was first used for TOMB OF HORRORS the official ADVANCED DUNGEONS & DRAGONS® tourna- ment at Origins I in 1974. Next it was published as An Adventure for Four to Six Dungeon Module S1 in 1981 using the 1st edition rules. The module was later expanded in Return to the Tomb of 9th-Level Characters Horrors in 1998 using the 2nd edition rules. However, the original tomb was never actually updated—it was reprinted as it originally saw print. Now, twenty-one CREDITS years after its first appearance, the original module is Original Design: Gary Gygax finally being updated to the latest incarnation of the v.3.5 Update: Bruce R. Cordell DUNGEONS & DRAGONS® rules (3.5). v.3.5 Editing: Miranda Horner Cover Art: David C. Su t herland III (orig- PREPARATION inal) and Jeff Dee (re p r i nt ) Interior Art: David C. Su t herland III and This update requires the use of the Player’s Handbook, the David A. Trampier Dungeon Master’s Guide, and the Monster Manual. This Typesetting: Nancy Walker update also utilizes information found in Libris Mortis: Cartography: Mike Schley Book of Undead. If the Dungeon Master does not have a Design Manager: Christopher Perkins copy of Libris Mortis, the adventure may still be run by Web Production: Bart Carroll omitting items and creatures drawn from that resource.
    [Show full text]
  • Iss U E 2 1 3 | a P R IL 2 0
    ISSUE 213 | APRIL 2013 A Dungeons & Dragons® Roleplaying Game Supplement CONTENTS 1 TEH TOMB OF 29 TE H DREAD PIRATE OWLBEAR PIRATES! BraXIS By Christopher Perkins By Jeffrey Ludwig I hope you like owlbears, pirates, and Avast, ye hearties! Storm the island deathtraps, ’cause this issue’s full of them! stronghold of the dread pirate Braxis and the sunken caves of his sea devil allies. A D&D adventure for characters of levels 4–6. 2 OWL BEAR RUN By Christopher Perkins and Steve Townshend 68 TOMB OF HORRORS Every year, two wizards in neighboring By Gary Gygax towns host a competition. This year, it’s an Welcome to the dungeon that has killed owlbear race over the mountain. Will your more adventurers than all other dungeons owlbear be the first to cross the finish line? combined. Let’s see if your D&D Next An off-the-beaten-path D&D® adventure characters fare any better! This adventure for characters of levels 4–6. is designed for D&D Next characters of levels 10–14 and includes 4th Edition conversion guidelines for characters of levels 14–16. ABOUT THE COVER: Map? Check. Wagon? Check. Supplies? Check. Owlbear? Check. LET THE RACE BEGIN! Jason Juta depicts intrepid heroes racing over the mountain in true medieval fashion in this month’s feature illustration for “Owlbear Run.” EDITORIAL 213 DUNGEON April 2013 The Tomb of Senior Producer Christopher Perkins Producers Greg Bilsland, Steve Winter Managing Editors Miranda Horner, Kim Mohan Owlbear Pirates! Development and Editing Lead Jeremy Crawford By Christopher Perkins Developer Chris Sims Senior Creative Director Jon Schindehette This issue was a lot of fun to cobble together, mostly Last but not least, we have something special for because I’m a sucker for owlbears, pirates, and killer D&D® Insider subscribers this month: a faithful adap- Art Director Kate Irwin dungeons, and this month we have all three.
    [Show full text]
  • Exploring Eberron
    Sample file CREDITS Lead Designer: Keith Baker Producer: Wayne Chang Additional Designers: Will Brolley, Laura Hirsbrunner, Wayne Chang Playtesters: Alex D’Amico, Andrew Bishkinskyi, Anne Goblin Language Consultants: Don Bassingthwaite, Gregersen, Colin Marriott, Dorius Alyre ir’Korran, Jarrod Taylor Imogen Gingell, Jarrod Taylor, Joseph Meehan, Kristian Serrano, Patrick Dunning, Sadie Lowry, Steve Fidler, Editor: Laura Hirsbrunner Tim Hirsbrunner Sensitivity Readers: Gabriel Hicks, Anne Gregersen, Special Thanks from Keith: Thanks to Jennifer Ellis for her Imogen Gingell endless inspiration, and to Jeremy Crawford, Christopher Perkins, Bill Slavicsek, James Wyatt, and the many others Art Director: Wayne Chang who made Eberron the world it is today. Layout Designer: Laura Hirsbrunner Graphic Designers: Cody Faulk, Darrin Scott Special Thanks from Wayne: Thanks to all the friends and fans, your enthusiasm along this journey was Cover Illustrator: Thomas Bourdon scintillating! Thank you, most of all, to Abigail, Gabriel, Cartographer: Marco “MA4PS” Bernardini and Joanne, patiently waiting for their father and Interior Illustrators: Benjamin Hubel, Carolina Cesario, husband to return from the depths of Eberron. Dante Ezio Cifaldi, David Auden Nash, Ekaterina Yastrubetskaya, James Austin, Juho Huttunen, Júlio Disclaimer: Linear time is an illusion. This book, published in the Unseen Azevedo, Katerina Poliakova, Kelly Brown, Kristóf Citadel of Xoriat, contains secrets that weren’t meant to be revealed for centuries. By reading it now, you are
    [Show full text]
  • TOMB of HORRORS S1 by Gary Gygax an Adventure for Character Levels 10-14
    TOMB OF HORRORS S1 By Gary Gygax An Adventure for Character Levels 10-14 Product Number: TSR9022 Year Published: 1978 Converted from 1st edition to 3rd edition By Scott Greene [email protected] http://www.RPGPlanet.com/dnd3e/creaturecatalog/ SUMMARY In order to play the updated/converted version of this TSR classic, the DM is required to have a copy of the original module. Wizards of the Coast has not released this module for download yet, so I cannot post the maps or even the text from the module, without stepping on some serious legal stuff. This is a thinking module, first and foremost. While there are monstrous encounters inside the Tomb, the majority of encounters are traps and puzzles. CHANGES TO MODULE All creatures and NPCs have been converted to 3rd edition rules. The amount of treasure has been modified to conform with the CR given by the encounter, as per the suggestions and rules in the Dungeon Master’s Guide. A few of the “instant death” areas have been modified to allow the characters a chance to avoid damage, though the chance is slim. That way it keeps the danger level high (and the original spirit of the Tomb intact), but removes the instant kill results that 3E seems to be against as well. The treasure in area 33 may seem excessive, but if the party fights the demi-lich and wins, they deserve a reward. GENERAL NOTES Chests: All chests (including wooden boxes, coffers, trunks and vats), unless otherwise stated in the text have the following stats: 5 hardness, 15 hp, break DC 23, Open Lock (DC 25) Doors: All doors in the dungeon, unless otherwise indicated, are made of oak: 1 1/2 inches thick, hardness 5, 15 hp, stuck DC (16), locked DC (18) Traps: All pit traps (unless otherwise stated) are hidden by a counterweighted trap door that swings open as soon as at least 5 lb.
    [Show full text]
  • Baldur's Gate
    Content Catalogue Version 9.02 Baldur’s Gate Descent into Avernus Credits D&D Organized Play: Christopher Lindsay D&D Adventurers League Administrators: LaTia Bryant, Ma’at Crook, Will Doyle, Amy Lynn Dzura, Claire Hoffman, Greg Marks, Shawn Merwin, Alan Patrick, Travis Woodall Effective Date 17 September 2019 DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. D&D Adventurers League Catalogue IT WAS OGHMA, THE GOD OF KNOWLEDGE. Although I can’t really say that I met him, I suppose, as he was drunk and fast asleep in Cousin Roffler’s back lawn – or perhaps I should say ON Cousin Roffler’s back lawn. He was a giant of an avatar, sprawled out and snoring. I wonder how you get a god drunk? —Jan, a thief, to Minsc, a barbarian What is This? The Dungeons and Dragons Adventurers League has been around for a few years now, and a lot of content has been created during that time.
    [Show full text]